What I'm requesting is something that will benefit me and probably a lot of other users of RMXP. As it is now, with a skill, you can only make it add or subtract a status effect. The chance of a status effect being inflicted is based on the enemy. So, for example, if you wanted a skill that always does damage and might cause venom and a skill that always causes venom (unless enemy is immune) you couldn't do it unless you made two separate status effects.
I'm requesting a script that lets you determine the chance of a status effect being caused by the skill. I don't know much about scripting, but I imagine something like this - (x/enemy's state efficiency = chance of status inflicting).
So, if 'x' in the script was 50 (50% chance) and the enemy's state efficiency would be 100% (Always hits, if this script wasn't implemented), there would be a 50/100 chance of the state causing.
With this script, most monsters will have 100% state efficiency as you would determine the chance of a state inflicting based on the skill. The exception to this is enemies that are immune to states. This script will need to check so that if the formula works out to 100/0 (I don't think you can have anything divided by 0, though), the state will never be inflicted. However, the damage from the attack (if there is any) will be inflicted.
I'm requesting a script that lets you determine the chance of a status effect being caused by the skill. I don't know much about scripting, but I imagine something like this - (x/enemy's state efficiency = chance of status inflicting).
So, if 'x' in the script was 50 (50% chance) and the enemy's state efficiency would be 100% (Always hits, if this script wasn't implemented), there would be a 50/100 chance of the state causing.
With this script, most monsters will have 100% state efficiency as you would determine the chance of a state inflicting based on the skill. The exception to this is enemies that are immune to states. This script will need to check so that if the formula works out to 100/0 (I don't think you can have anything divided by 0, though), the state will never be inflicted. However, the damage from the attack (if there is any) will be inflicted.